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Development Diaries No. 3 Gaming economic and Stories from the stone age

Hello everyone!
We finally published our big October update.
The best news is a full return to the team of our main developer, who wrote all the basic code of the game. And he began his return with large-scale refactoring of all the code. The system of conditions and effects was rewritten and optimized.
But this is not the main thing. Our main achievement is a completely redesigned economic model.
There were two serious problems in the past economy:

Issue one
The distribution of wp for vacancies and the production of resources "at the warehouse" created a very unpleasant and illogical error. To produce something, you need to take resources that are already in stock from the last turn. In most cases, this can be justified. But the food chain could not stand the system.
Imagine: people get food. Cooking takes another turn (10 years). And only after a turn and another 10 years your tribe can finally eat. Even game convention could not justify such a delay.
But the “borrowed” production scheme, when one vacancy uses resources that have not yet been produced, but only planned by another vacancy, leads to completely insane calculations of interdependencies.

Issue two
Different methods of extraction of one resource required the creation of different vacancies. For example, hunting. It can be very different: people can set traps, hunt small animals or big game. Use weapons or drive loot. In the previous assembly, this led to the creation of a separate vacancy for any change in hunting technology.

The hybrid form of economy was our solution.
Food production is allocated in a separate class of vacancies, which are in direct interdependence and working on the principle of “borrowed” resources.
For you, this means that you can set the diet once and not interfere with this menu at all, focusing on other tasks. The system will automatically allocate the necessary wp for consumption, cooking and food extraction.
The important thing is that food vacancies are not related to vacancies for workers who work on a “warehouse” basis and they are subject to the wp workers limit, which I described in detail in the previous diary.
All variations within the framework of one vacancy (which technology to use, which population groups can do this work, etc.), it was decided to bring in the modifiers of vacancies, working on the principle of on / off. It is on them that our programmer is working now and this is the first planned major update in November.
To transfer people hunting for mammoths, you will no longer need to look for such a vacancy and transfer wp to it. Just turn on the button on a regular hunting vacancy. Of course, for this the player must open this modification and / or have enough resources in stock for its operation.



The result of our work and a redesigned economy is already available in our update today.
Of course, this is not all. The demographics and dependency of mortality have been reworked. Population growth has been fixed and is now happening more smoothly and realistically.
We also changed the tutorial, making it not only a tutorial on which button to press, but also turning it into one of the plot plot that tells about the world of spirits and the role of the player in it as a game character.
Yes, the player in ITB is a full-fledged and inscribed character in the plot.
Yes, ITB is a global economic strategy spanning thousands of years.

At the request of the players, a built-in zoom was included in the game, which allows you to change the scale without the mouse wheel. And much more.
But the most important thing is that, finally, the main economy has come true. No more unpleasant conventions, concessions or routine actions that are passed on to the player.